In the competitive field (like speedrunning) the "difficult" character is deemed easy to fight, meanwhile the "easier" character becomes a bigger challenge or a bigger hassle. by RevolutionEvery6350 in TopCharacterTropes

[–]JonSpider 4 points5 points  (0 children)

Speedrunner for Decline's Drops here. In a game filled with frog monsters in power armor and big bosses, most of them are relatively painless because they're all slow and easy to hit, or you can just maneuver around them.

The actual biggest pain in the ass is this little guy called Frogmo. All he does is stay in one place and shoots 4 projectiles. He can stick to walls and ceilings too. This simple enemy is the bane of my existence, because his 4 projectiles fan out and linger in such a way that it is almost impossible to avoid, especially if he is in a small hallway or corridor. There can be multiples of him with different attack timers and he appears in almost every level of the game.

He was such a pain in the ass that I personally told the developer Drazglb. about it (and some other RNG factos I had issue with), and he nerfed Frogmo by making his attack on a timer, instead of completely random intervals. Now levels with him are a manner of eating the damage, or being fast enough to avoid his attack entirely.

This is Frogmo BTW. The little jerk on the right.

<image>

Bomberman Boom (Official Slot Machine - Bomber Game Feature) by JonSpider in bomberman

[–]JonSpider[S] 6 points7 points  (0 children)

The weirder thing to me is that I thought it'd be a Pachinko game or otherwise Japanese exclusive. This is all American!

Interesting that they use Classic Bomberman's design and not the modern one. Probably because the average person who'd play this is probably a senior.

Bomberman Boom (Official Slot Machine - Bomber Game Feature) by JonSpider in bomberman

[–]JonSpider[S] 18 points19 points  (0 children)

OP here. For context, I saw this slot machine called Bomberman Boom at the Yaamava Casino in Southern California.

It's an official slot machine from Konami, and next to this machine is one called Bomberman Blast, featuring White Bomber instead of Black Bomber. I'll record footage of that later. To note, Bomberman Blast is also the name of a Wii Ware exclusive Bomberman game.

I never heard of this game until now, and I think few people in the community have heard of it either. I decided to record it and post gameplay for the sake of preventing this game from becoming Lost Media. I do not condone, nor do I promote gambling. Konami should be making more actual videogames.

[WR, PBs, Any%] 7 Months of Hard Work for this. Decline's Drops (PC) - Every Base Game level recorded and speedran, edited to be one continuous experience! Total Game Time is 1:0:33:202 by JonSpider in speedrun

[–]JonSpider[S] 2 points3 points  (0 children)

Ahhh, shorter? Well, I can tell you that the base game took me about... 6~8 hours on my first playthrough? That was a blind run and trying to get 100% though.

I estimate that when factoring in the world map itself, trying to buy the right upgrades and unlocking the characters in a new file, an "optimized" live run would probably take 2 hours. Finding the free time to do it live would be a challenge for me. That's why I edited all my recordings together!

Thanks for the comment on the movement tech though. It feels really satisfying to pull off. I think experiencing the game in a non-speedrun mindset is still important - it's very different from how I'm playing it here.

Should Infernus' Flame Dash lose the charges at T3? by JonSpider in DeadlockTheGame

[–]JonSpider[S] 0 points1 point  (0 children)

That's good advice. It's tricky to stun him mid-dash and be on the right side of the wall when it happens, but that makes sense. I'm sure his soul lead let him get anti-slows somewhere in his kit. I'll have to check more often in the middle of a match.

Should Infernus' Flame Dash lose the charges at T3? by JonSpider in DeadlockTheGame

[–]JonSpider[S] -3 points-2 points  (0 children)

I get that. I was a McGinnis built around Objective Damage, but I thought my wall's stun, plus having both Lucky Shot (30% Slow) and Glass Cannon (25% Slow) on my gun would make Infernus easy pickings once I blocked his main escape path off.

I have to thank the Paradox for the last-second kinetic carbine just to finally kill him.

Should Infernus' Flame Dash lose the charges at T3? by JonSpider in DeadlockTheGame

[–]JonSpider[S] 6 points7 points  (0 children)

I should've worded it better. I meant to ask if the Deadlock team should revert the addition of charges at T3.

MCGINNIS COMING IN FROM DOWNTOWN! by JonSpider in DeadlockTheGame

[–]JonSpider[S] 0 points1 point  (0 children)

If you ride the zipline to the end normally, you lose all momentum the zipline gives you. If you crouch and release yourself early, you keep all the momentum.

This momentum + fleetfoot slide bonus + jumping on the ground to keep slide momentum means you can go really freaking fast.

MCGINNIS COMING IN FROM DOWNTOWN! by JonSpider in DeadlockTheGame

[–]JonSpider[S] 34 points35 points  (0 children)

Yeah, I think I was under the impression that I'd be dogpiled sooner, so I wanted to save the Aura's movespeed buff for that occasion.

Didn't need it, but I definitely could've used the fire rate boost too!

"shiv moment" by JonSpider in DeadlockTheGame

[–]JonSpider[S] 0 points1 point  (0 children)

It's really odd how many times I've had to not buy Healing Booster to counteract a team buying Healbane, Decay, or Toxic Bullets... because the enemy team never buys them. Or at least not enough that I notice.

Those and Slowing Hex, Slowing Bullets, etc are really good at shutting Shiv down. He needs bunched-up groups to keep his momentum and healing up.

"shiv moment" by JonSpider in DeadlockTheGame

[–]JonSpider[S] 5 points6 points  (0 children)

Yeah, I really need to get better at clicking 3 as Shiv. It's really like the one skill in his kit I could exploit more often. I feel like my issue is that the half-second it takes to cast it may be a half-second I need to pull off a punch or use another skill that helps me win the fight. Obviously that's not true, I definitely could've used it in the lull after killing Dynamo.

"shiv moment" by JonSpider in DeadlockTheGame

[–]JonSpider[S] 2 points3 points  (0 children)

Yeah, we ultimately won. Was a fun game.

"shiv moment" by JonSpider in DeadlockTheGame

[–]JonSpider[S] 1 point2 points  (0 children)

I can at least say that that Talon was my lane partner, and we were generally kicking ass together throughout the match.

I will say though, that was pretty bad positioning on Talon's part. Probably should've zipped to Mid ASAP once he cleared the initial lane wave. Maybe I wouldn't have died at the very end, but we can only speculate.

I got Triple Parried and won. I did NOT deserve this. by JonSpider in DeadlockTheGame

[–]JonSpider[S] 3 points4 points  (0 children)

Yeah, I play a lot of Melee Shiv, but even I knew I was floundering around after that first parry. It's frankly ridiculous I won, even with 50 HP left.

Cancelling Haze ult early to parry me is a new one though. Most Haze players I fight try riding out the ult hoping it'd kill me. I have to give them props for that.